July 15, 2006

Better Organized Chaos

Filed under: Rules — Creator @ 11:33 am

There’s something satisfying about a home town convention that isn’t too big, not too small, a gives people a chance to get together for fun and games. We didn’t push too much this year, just a simple two-part campaign to try a few things out and play a game we’ve built and love playing.

The best news is that the all-new “Opportunity Matrix” works very well. For those already playing, instead of permitting additional opportunities to “act” at the end of the round, the Opportunity Matrix cleverly arranges ALL possible opportunities so that faster characters have more opportunity to act per round FIRST. It also moves things along even faster because the opportunity is already scheduled based on Speed and waits only to see if it’s taken or not; quicker combats through better organized chaos.

Thanks again to everyone who came back this year (you know who you are).

July 9, 2006

Game On!

Filed under: Notes — Creator @ 9:24 am

The first day of GrailQuest 8 (yes, it has been around for eight years, its third at the World Golf Village) and our 2-day introductory adventure has gotten off to a great start! This is also doubling as out test play for this soon-to-be-released introductory adventure, a little something in the way of an example of where Game Masters can start and what may be expected from Players.

Already, our intrepid heroes are learning the difference between “time travel” and “alternate realities,” and that just because they have their mission doesn’t mean that someone else doesn’t have other ideas… more to come!

Oh, and we’ve introduced an added mechanic that replaces one of the more confusing bits in our combat system; today we find out if it really works for the better!